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Innula Zenovka

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Everything posted by Innula Zenovka

  1. Rather than do stuff with the data from the notecard one line at a time, why not build a list from it and then use that list when you've finished reading the card? I mean something like this integer counter;key query_id;list params;string notecard;default{ state_entry() { notecard = llGetInventoryName(INVENTORY_NOTECARD,0); if(llGetInventoryType(notecard)==INVENTORY_NOTECARD){ params=[]; counter=0; query_id=llGetNotecardLine(notecard, counter);//get the first line } } dataserver(key requested, string data) { if(requested==query_id){ if(data!=EOF){//something to read data = llStringTrim(data,STRING_TRIM);//important precaution to remove stray spaces if(data!=""&&llGetSubString(data,0,1)!="//"){//skip empty lines and comments //process the line of data -- remember it's going to be a string, so vectors, rotations etc need explicit typcasting params+=[processed data]; } counter++;//advance the counter query_id = llGetNotecardLine(notecard,counter);//fetch the next line } else{//finished reading the card //do something with params list, which now contains all the data on the card } } }} You will probably find the new constant PRIM_LINK_TARGET useful, too.
  2. Right, I see what you mean. Yes, you do need to record the local position and rotation in this case, but fortunately it's very simple. I do this all the time, and I've found the easiest way is to read the description of the prim(s) I want to move, so that if I later alter or relink the build, things still work. So, in this case I would identify the visor prim in my helmet by putting "visor" (no quotes) in the prim's description. Then I would read the visor's position and rotation by dropping this script into the helmet's root prim with the visor open and then closed: default{ state_entry() { integer max = llGetNumberOfPrims()+1; while(max-->1){ list l = llGetLinkPrimitiveParams(max,[PRIM_DESC,PRIM_POS_LOCAL,PRIM_ROT_LOCAL]); string s = llStringTrim(llList2String(l,0),STRING_TRIM);//tidy up the prim description if("visor"==s){//if it's the prim we're interested in llOwnerSay("[PRIM_POS_LOCAL,"+llList2String(l,1)+",PRIM_ROT_LOCAL,"+llList2String(l,2)+];"); } } }} That will chat out a formatted list that you can use with the remarkably useful function llSetLinkPrimitiveParamsFast, using something like this, again in the root prim integer toggle;integer visor;list open_params;//enter the list you've read with the previous scriptlist closed_params;find_prims(){ toggle=FALSE; integer max = llGetNumberOfPrims()+1; while(max-->1){ string s = llToLower(llStringTrim(llList2String(llGetLinkPrimitiveParams(max,[PRIM_DESC]),0),STRING_TRIM)); if("visor"==s){ visor=max; } }}default{ state_entry() { find_prims(); llSetLinkPrimitiveParamsFast(visor,open_params); } changed(integer change){ if(change & CHANGED_LINK){ find_prims(); llSetLinkPrimitiveParamsFast(visor,open_params); } } touch_start(integer total_number) { toggle=!toggle; if(toggle){ llSetLinkPrimitiveParamsFast(visor,closed_params); } else{ llSetLinkPrimitiveParamsFast(visor,open_params); } }} PRIM_POS_LOCAL and PRIM_ROT_LOCAL are quite new constants, and they make doing this sort of thing so much easier than it used to be.
  3. But Void's script does record the positions. It switches between the position the lid/door/hinge is in and that position plus or minus whatever number you've put in at integer gIntSwing = 90; In Void's example, that's 90 degrees on the prim's local axis. Which axis it should use is specified at state_entry(){ gRotSwing = llEuler2Rot( <0.0, 0.0, (float)gIntSwing * DEG_TO_RAD> ); } That's telling it you want to move plus or minus 90 degrees on the prim's Z axis each time, which is good for doors but not for boxes. So if you want your box lid to open only 45 degrees, you will want to say something like integer gIntSwing = 45; at line 20 and gRotSwing = llEuler2Rot( <0.0, (float)gIntSwing * DEG_TO_RAD,0.0> );//swing on Y axis at line 26. Easy peasy!
  4. First you need to find out what sort of graphics card you have. To do this, Click Start, Control Panel, Hardware and Sound, Device Manager and then click on the + sign next to "Display Adaptors", That will show you what your card is. Then, once you know what sort of card it is, find the manufacturer's site and download the latest driver from there -- I don't trust Microsoft's direct downloads and updates for drivers (at least not Nvidia ones), because they have several times caused issues I've had to resolve by rolling back to a previous driver and then installing one direct from Nvidia.
  5. As I understand it, the purpose of these games is two-fold. They're supposed to be for the Lab's developers to protype new tools and functions before making them available to us, as Rodvik explained in his keynote speech at SLCC. As a content creator, I'm very happy with that; I'd love, for example, to be able to make portals that force-tp people between sims on collision or touch without having to use RLV, and, when llTeleportAgent finally becomes available, it will be good to know it's been thoroughly tested. They're also supposed to give new residents something to do while they get the hang of using the viewer, a bit like that chap in WoW who apparently sends you off on quests to kill some boar. To my mind, anything that helps increase the new-user rentention rate is a good thing; as I understand it, lots of people create accounts and then give up, half an hour later, because there's nothing obvious for them to do and they can't figure out how to do anything, anyway. And, in the longer term, if someone feels like a bit of first-person-shooter fun, then it's no bad thing if they can enjoy it in an in-world game rather than have to log off and do something else (or go shooting at people in sandboxes, of course). Speaking as someone who has fun making interactive content, and who makes a bit of money selling it to people who enjoy various forms of RP, I'm very pleased about the implications of these games.
  6. Looks like there's not going to be one for the foreseeable future. The relevant wiki page was updated yesterday to include this announcement: Important: This user group has been suspended until further notice. Instead, please use the Forums feedback forum for your comments and questions.
  7. The link to Void's script seems broken; it's odd -- I can float the mouse pointer over it, and preview it but can't actually get there (I think the full stop has got caught up in the url). This might work better http://community.secondlife.com/t5/LSL-Library/Simple-Hinge-Action/m-p/875331#M203.
  8. Hi, PeaceMale, and welcome to the forums. If you returned your items, they should be in your "Lost and Found" folder. They will be what's known as coalesced object, and have an icon next to them there like a pile of boxes. This can be called just about anything -- it will take the name of one of the objects in the pile but there's no way of knowing which name it will be using. The good news is that they'll retain their relative positions when you re-rez them, so I very strongly recommend that you activate the edit menu (by clicking CTRL + 3) before rezzing the coalesced item, so that they are selected when you rez them. That way you can drag them about or rotate them all at the same time, rather than having to reposition them one by one. You may want to take a look at this article about the coalesce feature, too.
  9. We have a similar provision in the UK (section 62 of the Coroners and Justice Act 2009), which bans the possession of a prohibited image of a child. However, and I do have some professional knowledge of this area, I'm by no means sure if it would catch an image seen in SL and, if it did, how you could prosecute it. The problem is "possession". Certainly someone's in possession of any image he or she views on a website, because that's downloaded and cached on their computer. Similarly,they're in possession of any image encoded in a movie or game they might download. But the images someone sees in the viewer are rather different -- they're completely ephemeral. They are assembled from the various textures that are cached locally but are themselves irrecoverable unless you take a screenshot. To my mind, they're more akin to the broadcast images you see on your TV -- unless you record them, they're gone the moment you see them. At its simplest, the problem is this. A prosecutor has to be able, if necessary, to put the images in evidence and invite the jury to find that they fall into the prohibited category because of what they depict and how they depict it. How does the prosecution do that with images seen in SL? If it's a texture you've seen that's a reproduction of an image, then quite possibly it is cached, but what if it's just two avatars interacting?
  10. This bug is fixed in the latest beta version of the viewer, 3.2.4. I was affected by it, but can now run the beta with the latest Nvidia drivers. I can also run several TPVs, including Niran's Viewer, which is a successor to Kirsten's Viewer and might be of particular interest to photographers. It's astonishingly fast -- with my GTX 460, I'm getting ~30 fps on quiet sims with the graphics on Ultra and everything enabled (the beta is almost as fast, to be fair).
  11. Ellyn Elan wrote: They were promoting vampires long before Halloween. I recall seeing, and commenting to friends, about seeing ads for SL on non-SL sites. All of the ones I saw promoted being a vampire in SL. The bigger question is "why?" The answer is presumably to be found here -- "(Reuters) - The newest "Twilight" vampire movie ruled the domestic box office for a third time with $16.9 million in ticket sales over one of the slowest movie-going weekends of the year, studio estimates released on Sunday showed" Someone, I assume, reasoned that the release of this movie would create a renewed interest in fantasies about vampires and this, in turn, might induce some people to try SL who otherwise wouldn't, if the possibility of RPing being a vampire here were brought to their attention. People who decide to try SL in order to become vampires and like the undeathstyle will then be very much in the market for the appropriate kit, so it makes sense to feature it in the Marketplace.
  12. Michaelatv Destiny wrote: Innula, I found the Skynews report from 2007 on google, not giving url here, just search "Skynews investigates peadophile playground called wonderland." Yeah, I remember that. It's written up here and, later, here. It was also reported in The Register. However, what I don't remember, and what I can nowhere find reported, is that, as you put it, "The UK govenment at that time, nearly decided to ban United Kingdom players from using Second life." And I'm rather surprised The Register, at least, didn't pick it up. Do you have any recollection of where you might have seen reports that HMG were considering banning us from using SL? And what changed their minds?
  13. Make sure that Num Lock on your keyboard is not activated. That's what usually catches me.
  14. Michaelatv Destiny wrote: This poster brings up a valid thread, I actually remember how I heard about second life, not from the web or a friend, It was actually a Sky news breaking story of a childrens abuse playground. This business reared it ugly head again in 2007 as said, And The UK govenment at that time, nearly decided to ban United Kingdom players from using Second life. I'm sure you're right, but I don't recall reading anything at the time about HMG nearly deciding to ban us from using SL, and an admittedly quick search on Google leaves me no better informed. You wouldn't be able to point me to a news story about this, would you?
  15. I'm not in a position to comment directly, since I've been unable to use the latest viewers with an up-to-date driver until very recently because my graphics card (Nvidia GTX 460) was affected by the OpenGL bug. But I am told by people whose cards weren't affected -- and I don't think yours was -- that in the process of updating the viewer code to get rid of the deprecated OpenGL calls, LL have speeded the viewer up markedly for everyone (which makes sense to me). Certainly all the fixed viewers run far faster on an up-to-driver than they did on the year-old-one I had to use!
  16. I didn't think Nalates was asking quite that. I took her question -- which is a good one -- to mean, if we want to see how scripts and stuff perform on an RC KT region, where can we go? Is there a list anywhere? With the regular release candidates -- Magnum, Le Tigre and Blue Steel -- it's easy; just join the Beta Testers group and go to the appropriate sandbox. But we can't do that in this case.
  17. This sounds to me as if you've encountered the dreaded Open-GL bug. To cut a long story short, Nvidia depreciated a lot of code in their drivers for more recent cards (mine's a GTX 460 and was certainly affected) that the SL viewer was still using. This means your graphics driver is being flooded with error messages, and it times out. I'm assuming you're using Nvidia, since that's the driver most usually associated with that error message, though I think some other drivers were affected too. This has now -- very recently -- been fixed. The very latest beta version of the viewer, 3.2.4.24 -- which I've not yet tried -- includes it, and you can get that from http://secondlife.com/support/downloads/ (under "other viewers"). I can certainly run Niran's latest version of his viewer very successfully with the latest Nvidia drivers, and can also run Catznip 3.2-beta and the NaCl viewer. I'm told that the latest Firestorm also includes this fix (and I've no reason to doubt it, but it's just I've not tried it). So my very strong advice would be to try with one of those viewers and the latest driver for your graphics card, and see if the problem persists. If it still persists, that probably means some of the graphics driver's dlls have been corrupted, which can happen. Try doing a completely clean reinstallation of your driver, as described here (Nvidia's version of a clean installation leaves a lot of stuff still there, and that cause problems -- it did for me -- and, in consequence, if you want the job done properly you have to do it yourself). But certainly, one of those viewers and the latest Nvidia driver should fix the issue. If you really really want to change the timeout, and don't mind fiddling with the Windows Registry, Kitsune Shan's post in the jira tells you how do to it. But I really wouldn't advise trying that except as a last resort and unless you know what you are doing.
  18. She's stopped updating them, but I found Natalia Zelmanov's walk-throughs about how to make clothes (and lots more) invaluable when I was learning. I'd also suggest checking some of the In-World groups. Builders Brewery offers a wide range of free classes in all sorts of things, including clothes, and so does the group New Citizens Inc. There are lots more, of course, but those are the first two I can think of.
  19. Don't you require a bit more information for the results to be meaningful, like something about my graphics settings and connection details, and what sort of place I'm in when I check the fps? For what it's worth, yesterday I was using Nirans Viewer 3.2.5 (8) Nov 30 2011 09:02:14 (Nirans Viewer) CPU: AMD Athlon II X3 435 Processor (2893.66 MHz) Memory: 3072 MB OS Version: Microsoft Windows 7 64-bit (Build 7600) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 460/PCI/SSE2 Windows Graphics Driver Version: 8.17.0012.8562 OpenGL Version: 4.2.0 On a quiet sim with a lot to render, but only two people about, I was getting ~28 fps with my settings on Niran's defaults for Ultra (lights, shadows, ambient occlusion and the whole shooting match for high quality pictures). Then, as an experiment, I tp-d to the busiest place I could think of, Old Lar's House, where there were 36 people in draw distance and it would be pointless to use those settings under normal circumstances, and I was getting ~10 fps. I'm in the UK and I've got a 30Mb cable connection.
  20. Maybe the answer is to be found in LL's Privacy Policy, in particular Second Life User: If you install or use Second Life software, we collect and aggregate a variety of data to monitor system and simulation performance, and to verify your unique identity. This includes specific and general information about your computer hardware and Internet connection, which are stored together but are not personally identifiable. We track usage of customer service resources in order to ensure high quality interactions .
  21. I've not come across that, I have to say. And I'm not sure that the problem, whatever it is, could be caused by needing to wait for the inventory server to "catch up". I mean, if you say something like integer counter;key notecard_query;string notecard;default{ changed(integer change){ if (change & CHANGED_INVENTORY){ notecard = llGetInventoryName(INVENTORY_NOTECARD,0); if(llGetInventoryType(notecard)==INVENTORY_NOTECARD){ counter = 0;//make sure this gets reset when you need to re-read the card notecard_query = llGetNotecardLine(notecard,counter); } } dataserver(key requested, string data){ if(requested == notecard_query){ //process the data } } }} then the dataserver event can't fire until after the inventory servers have "caught up," unless you've put in something to time things out if the datasever takes too long to respond.
  22. I know there's an issue with the llDialog menu in newer versions of the official viewer, in that it has a Mute button that's a very good defence against spam attacks, but is also too easy to hit inadvertently. While I'm sure that (accidentally) muting your product server would mute you, too, I'm not sure that unmuting you will also unmute the product server. So that might be the problem. However, I think it would be worth investigating the alternative possibility that your customers are, in fact, being sent the items but are missing the notifications; I know my building partner (who certainly doesn't have me muted) often doesn't seem to receive items I've sent her because the notification toaster gets lost under all the other things popping up in the same part of her viewer window at the same time. If that happens, I think the fate of your items depends both on the viewer you're using and what you have it set to (it seems more of a problem for my building partner than for me -- I'm not sure it that's to do with the fact she uses Firestorm and I normally use TPVs more closely based on the Official viewer's UI, or if it's simply that she pays less attention to the little notifications button than do I).
  23. If, as I understand it, Pep is permabanned from these forums (if he's not, then I've got it wrong again, as usual), then saying in his blog that Rik was his forum alt was perhaps not wholly conducive to Rik's longevity here.
  24. https://wiki.secondlife.com/wiki/Lag gives a brief run-down. The problem is that people use "lag" to mean so many different things, so it's difficult to make general recommendations. However, it sounds as if you're having problems with your graphics card finding it difficult to render the scene fast enough. Try the suggestions in that article in the "graphics" section -- if they make a difference, then we know what the problem area is. If it is a graphics problem, what sort of graphics card do you have, what viewer are you using and what graphics settings are you using (low, medium, high or ultra)?
  25. I may well have misunderstood something crucial here, but if you're *only* using llTargetOmega(), as opposed to llSetRot() or llRotLookAt() or something, then nothing's actually moving or rotating, at least as far as the sim is concerned (unless the prim is physical). It's all done client-side. And there's no particular guarantee that, if you and I are both looking at the moving sculpture, your pc and mine are going to show the various components in the same place at any one time.
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